We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.

Players can now ask other players or AI to join wars they are already in.

Trade screen allows Casus Belli to be chosen when declaring a Joint War.

Joint War now requires one party to have denounced the enemy for 5 turns.

Leader screen makes it clear that war declaration is part of a joint war.

Adding 12 new Historic Moments, focused on mid to late game.

First Shipwreck Excavated (+2 Era score)

World's First Shipwreck Excavated (+3 Era score)

First Aerodrome Fully Developed with all buildings (+3 Era score)

First Encampment Fully Developed with all buildings (+3 Era score)

First Entertainment Complex Fully Developed with all buildings (+3 Era score)

First Water Park Fully Developed with all buildings (+3 Era score)

First City with 25 Population (+1 Era score)

World's First City with 25 Population (+2 Era score)

First Seaside Resort (+2 Era score)

World's First Seaside Resort (+3 Era score)

National Park Founded (+3 Era score)

World's First National Park Founded (+4 Era score)

Game Summary Screen

Added 3 new graphs for Rise and Fall games; Era Score, Total Governors, and Total Governor Titles.

BALANCE

Governors:

Pingala's Librarian ability now provides +15% Science and Culture in the city (was +20%).

Governor Magnus Groundbreaker ability reduced from +100% to +50%.

Government Balance Pass – Rise & Fall

Communism: Bonus Production per population from .4 to .6. Overall Production bonus from 10% to 15%.

Democracy: Production per district from 2 to 1.

Fascism: Combat Strength from 4 to 5. Bonus unit production from 20% to 50%.

Government Balance Pass – Base Game

Fascism: Combat Strength from 4 to 5.

Policy Rebalance:

Military Research gives +2 Science from Military Academies, Seaports, and Renaissance Walls (was +1 and did not include Renaissance Walls).

Public Transport gives 100 Gold per Appeal when replacing a Farm with a Neighborhood (was 50).

Ecommerce gives +2 Production and +5 Gold for all your Trade Routes (was +5 and +10 but only for international Trade Routes).

Civ Balance:

Victoria’s Pax Britannica ability now additionally awards a free melee class unit when constructing a Royal Navy Dockyard in a city founded on a foreign continent.

Lautaro's unique ability Swift Hawk has been updated to have an additional effect: Pillaging an enemy city plot now causes that city to lose 5 loyalty

Rebalancing Seondeok's Hwarang ability. Governors established in a city provide +3% Culture and Science for each Promotion they have earned, including their first (was +10% Culture and Science for any Governor regardless of Promotions).

Norwegian Berserker - Production cost reduced from 180 to 160. Combat Strength buff when attacking increased from +7 to +10. Combat Strength de-buff when defending reduced from -7 to -5.

Japanese Samurai – Production cost reduced from 180 to 160. Combat Strength increased from 45 to 48.

Made it so when somebody wins the game in the Information Era, it reset all players to be in a Normal Age and take away all Dedication bonuses. This puts everyone on a level playing field for "One More Turn" mode. (If somebody wins in an earlier era, continue the progression of eras and Ages as normal.)

Rebalancing Era Score of historic moments related to late game city projects:

Manhattan Project and Operation Ivy now worth 2 (was 1)

Satellite launch, Moon landing, and first Mars component are now worth 4 if world first and 2 otherwise (was 1 in both cases)

Religion can now affect the Loyalty of a city. For players who founded a religion, cities get +3 Loyalty for following that religion, but -3 Loyalty per turn if following another player's religion.

Updated Foreign Ministry (Government building): Unit combat bonus now applies to City-State units even when they are not levied.

Number of envoys received from Liberating City-States is boosted as you progress through the game.

Commandos’ Melee unit promotion now grants +1 movement

MODDABILITY UPDATES

Governors and Governor Promotions now use 'Promotion Sets' which allows more than one governor type to be associated with a promotion and vice versa

BUG FIXES

Only show the "Capital Lost" when a player loses their original capital city (was also showing when a player lost their new capital city that also happened to be the original capital city of a different player).

Fixed for Priority Target highlighting invalid hexes.

Districts that cannot be repaired because the player is missing their pre-requisite Tech or Civic (ex. in a conquered city) will now say this in the city production UI.

For Great People that activate over luxury resources, a tile with a district belonging to another player is no longer treated as a valid activation tile (and it will not end up highlighted)

Liberating a city will now make that city immune against your Loyalty pressure, as was the design intent.

Correctly display when a Wonder needs an adjacent district. Clarified that the adjacent district requirement also must be a district owned by this city.

Fixed the combined arms boost by changing it to be “Have 3 Armies or Armadas.”

Fixed Victoria's Pax Britannica ability in the base game.

Enforced that cities cannot be founded on tiles with districts. It was possible before with the relaxed minimum city distance present in island situations.

Fixed an edge case where the historic moments for creating a Trading Post in another civ could be repeated and exploited

Made it so Abu al-Qasim al-Zahrawi only heals land units.

Fixed Bugs related to expelling units out of a City's or Civilization's borders when applicable. Units should no longer be expelled from a Free City when it flips due to Loyalty unless the city flips to a major civ and rules require it.

Fixed an issue with not counting armadas and Fleets for the Triple Seven achievement.

Ensure proper display of National Parks after a save is loaded.

Don't show Paradrop unit action if unit cannot move.

Fixed a bug preventing the Hetairoi Great General bonus from being applied when in the same hex as a general.

Fixed a bug preventing the Persian Immortal from using melee as its default attack.

Fixed a bug where Renaissance walls and Georgian unique walls were not being affected by the Limes Policy.

Addressed audio issues with large and mod-expanded map sizes

TEXT FIXES

Corrected the bonus text for the Zoning Commissioner Governor promotion (it said 30% but it is actually 20 %.)

Updated Rise and Fall Agenda descriptions to include what that leader dislikes.

Clarified Kilwa's description to show that it increases the type bonus from city states instead of the yield.

Removed a redundant font icon in the name of a city-state quest.

Updated Civilopedia text for Anarchy, since Anarchy does not affect Era Score.

Clarified text for Georgia's Unique Ability.

Clarified text for first sea/air unit Historic Moments.

Added information to technology descriptions about what resources are unlocked for harvesting (some were missing).

Players can now ask other players or AI to join wars they are already in.

Click to expand...

So if I'm understanding this correctly, I can use this in the following way: I'm playing as Greece, and my two closest neighbors are Rome and Egypt. I'm middle of the pack, Rome and Egypt are is pretty far ahead. I feel threatened by one or the other. I declare war on Egypt, war a little with them, and then bring Rome into the fold. I then make peace with Egypt (once the appropriate number of turns have passed) and let Rome and Egypt duke it out and feel less threatened. Does that make sense to anyone? Is that how this mechanic could work?

Early man walked away as modern man took control.
Their minds weren't all the same, to conquer was his goal,
So he built his great empire and slaughtered his own kind,
Then he died a confused man, killed himself with his own mind​

I miss an UI fix where I can view my artifacts when extracting a new one, so I can properly choose what I don't already have.
Extracting a new artifact with 2 options will make the entire screen unusuable until you choose one and my memory's just not good enough and I don't want to bother writing that stuff down tbh.
(or maybe I'm missing something?)

So if I'm understanding this correctly, I can use this in the following way: I'm playing as Greece, and my two closest neighbors are Rome and Egypt. I'm middle of the pack, Rome and Egypt are is pretty far ahead. I feel threatened by one or the other. I declare war on Egypt, war a little with them, and then bring Rome into the fold. I then make peace with Egypt (once the appropriate number of turns have passed) and let Rome and Egypt duke it out and feel less threatened. Does that make sense to anyone? Is that how this mechanic could work?

Click to expand...

Yup. Time to get deceiving with the diplomacy.

'Course, there's no guarantee they'll get in a serious war, it might just be some border skirmishes.

If AI plays for victory too much, it's called gamey and not roleplaying. If it's roleplaying too much - it's called dumb. ~stealth_nsk here

Lots of solid changes there. Nothing game-changing, but enough there that things will change. I won't finish my current game before the patch barring a really lengthy session tonight - wonder how it's going to break my game in progress.

Lautaro's unique ability Swift Hawk has been updated to have an additional effect: Pillaging an enemy city plot now causes that city to lose 5 loyalty

Click to expand...

This one is quite interesting. Nasty at an era change when you're golden and a neighbor goes dark.

Early man walked away as modern man took control.
Their minds weren't all the same, to conquer was his goal,
So he built his great empire and slaughtered his own kind,
Then he died a confused man, killed himself with his own mind​